Virtual gaming machine

ABSTRACT

A gaming method includes repetitive plays simulating rolls of virtual dice by a player and at least one of a bonus feature and a progressive feature. A gaming method includes scoring dice.

CROSS-REFERENCE TO RELATED APPLICATION

The present application is a continuation-in-part of and claims priorityto U.S. patent application Ser. No. 10/928,459, filed Aug. 27, 2004, thecontent of which is hereby incorporated by reference in its entirety;and the present application is based on and claims the benefit of U.S.provisional patent application Ser. No. 60/920,441, filed Mar. 28, 2007,the content of which is hereby incorporated by reference in itsentirety.

BACKGROUND

The present invention relates generally to a method for playing a gameof chance and entertainment. More specifically, to a game that uses arelationship between a master indicator and several scoring indicatorsto determine a player's score.

Games of chance and entertainment exist in a variety of forms. Thegambling industry, namely casinos, offers players several gamingoptions. These options however, are often elaborate games involvingcomplex rules and requiring special tables or machines. Playerstherefore are unable to reenact the excitement in private withoutsufficient expense.

There also exists several games for a player to play in price, eitheralone or with other players. These games however, are often exceedinglysimple and do not offer the player a significant level of risk orexcitement. Therefore these games are unable to consistently offer theplayer a desired level of entertainment.

SUMMARY

According to one embodiment, a gaming method includes repetitive playssimulating rolls of virtual dice by a player and at least one of a bonusfeature and a progressive feature. According to another embodiment, agaming method includes scoring dice.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a perspective view of a first embodiment of a kit for use inplaying a game of the present invention.

FIG. 2A is a generated view of each of the six sides and accompanyingindicia of a master die of a first embodiment.

FIG. 2B is a generated view of each of the six sides and accompanyingindicia of a scoring die of a first embodiment.

FIG. 3A is a generated view of each of the six sides and accompanyingindicia of a master die of a second embodiment.

FIG. 3B is a generated view of each of the six sides and accompanyingindicia of a scoring die of a second embodiment.

FIG. 4A is a generated view of each of the six sides and accompanyingindicia of a master die of a third embodiment.

FIG. 4B is a generated view of each of the six sides and accompanyingindicia of a scoring die of a third embodiment.

FIG. 5 is a perspective view of a kit of parts used for playing a gameof the current invention.

FIG. 6 is an illustration of the results of a shake with a non-zeropoint value.

FIG. 7 is an illustration of the results of a shake with a zero pointvalue.

FIG. 8 is a block diagram of a player's turn in one embodiment of themethod of playing the game of the current invention.

FIG. 9 is a block diagram of the final round of the method of playingthe game of the current invention.

FIG. 10 is a first bitmap image “streak.bmp” for use in virtual game.

FIG. 11 is a second bitmap image “bonus.bmp” for use in a virtual game.

FIG. 12 is a third bitmap image “bankbust.bmp” for use in a virtualgame.

FIG. 13 is a fourth bitmap image “bankorbust.bmp” for use in a virtualgame.

FIGS. 14-17 illustrate a program listing “bankbust.bas” for use in avirtual game.

FIG. 18 illustrates a list of files associated with the program listing“bankbust.bas” for use in a virtual game.

FIGS. 19-20 illustrate a list of the file “error” in the list of FIG. 18for use in a virtual game.

FIGS. 21-26 illustrate a program listing “superspin at 80.bas” for usein a virtual game.

FIG. 27 illustrates a list of files associated with the program listing“superspin at 80.bas” for use in a virtual game.

FIG. 28 illustrates a list of files associated with the programs listing“first scenario”, “second scenario” and “third scenario” for use in avirtual game.

DETAILED DESCRIPTION OF ILLUSTRATIVE EMBODIMENTS

As disclosed in FIGS. 1-9 below, a method comprises a step of providinga plurality of scoring dice having a plurality of score valuedesignations and a plurality of master designations and providing amaster die having one or more master designations corresponding to theplurality of master designations on the plurality of scoring dice. Themethod comprises designating a non zero shake score where during aplayer's turn the player receives at least one master type from theplurality of scoring dice that matches the master type on the masterdie. The method comprises designating a zero value shake score if duringthe player's turn none of the master types on the plurality of scoringdice matches the master type on the master die. The method comprisesdetermining a shake score for one or more players during the player'sturn by identifying the plurality of scoring dice that have the samemaster type as the master type of the master die and calculating theshake score based upon the score value designations on the plurality ofscoring dice having the same master type as the master die.

As disclosed in FIGS. 1-28 below, a virtual gaming method, comprisesrepetitive plays simulating rolls of virtual dice by a player. Thevirtual game comprises at least one of a bonus feature and a progressivefeature. According to one aspect, the bonus feature comprises an optionin the game so that, after each successful roll of the virtual dice, theplayer can either select to make the next roll as usual, or to make thenext roll by risking the winnings of a previous play on the next play,or to cash out.

FIG. 1 is a perspective view of a kit of playing pieces 10 for playing agame of the present invention. The pieces used in one embodiment of agame of the present invention comprise one master die 11 and a pluralityof scoring dice 12. As illustrated in FIG. 1, this embodiment of thegame has five scoring dice 13, 14, 15, 16, and 17; however, any numberof scoring dice 12 may be used. In the method of the present invention,master die 11 and scoring dice 12 are used in combination to determine aplayer's score. As illustrated in FIG. 1, the kit may also include acontainer for the dice 11 and 12. In one embodiment, the container has abase B and a top T, which mate with each other to retain the dice 11 and12 therein for packaging, storage, travel, etc. The master die 11 andscoring dice 12 may be retained in especially formed cavities C1 and C2in the base B, and the base B may also include a scoring member or peg Mand member holding grid G, for use in keeping score during a player'sturn. The base B may also retain a marker P (e.g., a pencil) and the topT may have a surface S for retaining a score sheet or pad for using inkeeping score during play of the game.

FIG. 2A is a generated view of a first embodiment of master die 11. Inthis embodiment, master die 11 has six master sides, shown as sides11A-11F, and three indicia or master value designations 18, 19, and 20.As illustrated in FIG. 2A, master value designations 18, 19, and 20 areeach borne on two of the six master sides 11A-11F. Master valuedesignation 18 is borne on master sides 11A and 11B, master valuedesignation 19 is borne on master sides 11C and 11D, and master valuedesignation 20 is borne on master sides 11E and 11F. In this embodiment,master value designations 18, 19 and 20 are in the form of differentcolors (e.g., red, blue, and white). In further embodiments, mastervalue designations 18, 19 and 20 can be represented as numbers,patterns, letters, or the like, and/or combinations thereof. FIG. 2Ashows master die 11 having six master sides; however, a master diehaving any number of master sides may be used. In one embodiment, when Xnumber of master sides is used, the number of master value designationsis half the number of total master sides. Each master value designationis borne on two of the X master sides. In a further embodiment, masterdie 11 is visually distinguishable, through size, color, and/or thenumber of sides, or the like, from each of the scoring dice 12.

FIG. 2B shows a generated view of the first embodiment of die 13 of theplurality of scoring dice 12 illustrated in FIG. 1. In one embodiment,each scoring die 13, 14, 15, 16, and 17 of FIG. 1 is identical. Asillustrated in FIG. 2B, scoring die 13 has six scoring sides 13A-13F,and six score value designations 21, 22, 24, 26, 28, and 30. Asillustrated, each scoring side 13A-13F contains indicia such as twoscore value designation 21, 22, 24, 26, 28, and 30: scoring side 13Abears score value designations 21 and 26; scoring sides 13B and 13C bearscore value designations 22 and 28; scoring sides 13D, 13E, and 13F bearscore value designations 24 and 30. In this embodiment, score valuedesignations 21, 22, and 24 correspond to master die 11 such that, scorevalue designation 21 is equivalent to master value designation 18, scorevalue designation 22 is equivalent to master value designation 19, andscore value designation 24 is equivalent to master value designation 20.Further in this embodiment, score value designations 26, 28, and 30 arein the form of the numbers one, two, and three, respectively, asillustrated.

In this embodiment, score value designations 21, 22, and 24 are in theform of different colors; however, as noted above with respect to mastervalue designations 18, 19, and 20 of master die 11, other forms ofindicia may be used, such as, for example, numbers, patterns, letters,etc., and/or combinations thereof. Additionally, FIG. 2B shows die 13 ofthe plurality of scoring dice 12 having six scoring sides; however inother embodiments each scoring die 12 may have any number of scoringsides. The number of sides on each scoring die 12 does not necessarilyhave to be the same number of sides on master die 11.

FIG. 3A shows a generated view of a second embodiment of a six-sidedmaster die 11 where each master side 11A-11F bears one master valuedesignation 32, 34, and 36. As illustrated, each master valuedesignation is borne on two of the six master sides of master die 11.

FIG. 3B shows a generated view of scoring sides 13A-13F of die 13 of theplurality of scoring dice 12 corresponding to master die 11 of FIG. 3A.As illustrated, score value designation 26 is borne on scoring side 13A,score value designation 28 is borne on scoring sides 13B and 13C, andscore value designation 30 is borne on scoring sides 13D, 13E, and 13F.Score value designation 26 corresponds to master value designation 32.Score value designation 28 corresponds to master value designation 34.Score value designation 30 corresponds to master value designation 36.

FIG. 4A shows a generated view of a third embodiment of a six-sidedmaster die 11 where each of master sides 11A-11F bears one of mastervalue designations 18, 19, and 20. As illustrated, each master valuedesignation is borne on two of the six master sides of master die 11.

FIG. 4B shows a generated view of scoring sides 13A-13F of die 13 of theplurality of scoring dice 12 corresponding to master die 11 of FIG. 4A.As illustrated, score value designation 21 is borne on scoring side 13A,score value designation 22 is borne on scoring sides 13B and 13C, andscore value designation 24 is borne on scoring sides 13D, 13E, and 13F.Score value designation 21 corresponds to master value designation 18.Score value designation 22 corresponds to master value designation 19.Score value designation 24 corresponds to master value designation 20.

In the first embodiment of the game, the relationship between master die11 and scoring dice 12 is very important. The first embodiment is playedby a plurality of players, and the object of the game is for a player toscore more points than any of the opposing players. In this disclosure,a roll, or throw, of all the dice 11, 13, 14, 15, 16, and 17 by a playeris called a “shake”. A player's turn begins by shaking all scoring dice13, 14, 15, 16, and 17 and master die 11. FIG. 5 shows all the dice 11,13, 14, 15, 16, and 17, and their respective upwardly facing sides Fafter a shake. As is typical with dice games, the upwardly facing side Fof each die is the one used for scoring purposes. Points are scored whenthe indicia on the upwardly facing side F of at least one scoring die13, 14, 15, 16, and 17 corresponds to the indicia on the upwardly facingside F of master die 11. The game is played by each player alternatingturns until the score of one of the players reaches a predeterminedwinning score, such as fifty or one hundred points.

In each player's turn of the game, that player may take as many shakesof the dice 11, 13, 14, 15, 16, and 17 as desired. To begin a turn, theplayer shakes all scoring dice 13, 14, 15, 16, and 17 and master die 11.After each shake, a player's score for that shake is calculated based onthe number of scoring dice 13, 14, 15, 16, and 17 that have upwardlyfacing sides F that correspond to master die 11. This score is called aplayer's shake score. The score in the method of the invention mayrepresent an arbitrary point value, a simulated monetary value, or areal monetary value throughout the various embodiments.

FIG. 6 shows an example of the results of a player's shake. The upwardlyfacing scoring side 38, 40, 42, 44, and 46 of each scoring die 13, 14,15, 16, and 17, respectively, is shown. The upwardly facing master side48 of master die 11 is also shown. To calculate the shake score for aplayer, the upwardly facing scoring sides 38, 40, 42, 44, and 46 of eachscoring die 13, 14, 15, 16, and 17 is compared to the upwardly facingmaster side 48 of master die 11. In this embodiment, score valuedesignations 21, 22, and 24 are compared to master value designation 18.Points are awarded for the number of sides between master die 11 andscoring die 13, 14, 15, 16, and 17 which have corresponding valuedesignations.

As illustrated in FIG. 6, upwardly facing scoring side 42 of scoring die15, upwardly facing scoring side 44 of scoring die 16, and upwardlyfacing scoring side 46 of scoring die 17 each bear score valuedesignation 21. As also illustrated in FIG. 6, master die 11 bearsmaster value designation 18. As previously discussed, score valuedesignation 21 corresponds to master value designation 18. Therefore,the player will score points for this shake for scoring die 15, scoringdie 16, and scoring die 17.

In FIG. 6, upwardly facing scoring sides 42, 44, and 46 of scoring die15, 16, and 17, respectively, also bear score value designation 26. Asillustrated, score value designation 26 is represented as the numberthree (3). In this embodiment of the game, points are awarded accordingto the score value designation 26 borne on the same upwardly facingscoring sides 42, 44, and 46 which correspond to master valuedesignation 18 on upwardly facing master side 48 of master die 11.Therefore, this shake would earn the player three (3) points for eachupwardly facing scoring side 42, 44, and 46 of scoring dice 15, 16, and17, for a shake score of nine (9) points (3 points+3 points+3 points=9points).

FIG. 7 shows another example of the results of a player's shake. Theupwardly facing scoring side 38′, 40′, 42′, 44′, and 46′ of each scoringdie 13, 14, 15, 16, and 17, respectively, is shown. The upwardly facingmaster side 48 of master die 11 is also shown. As illustrated, whenmaster value designation 18 on upwardly facing master side 48 iscompared to score value designations 22 and 24 on upwardly facingscoring sides 38′, 40′, 42′, 44′, and 46′ it can be seen that none areequivalent (i.e., none of the indicia, such as color, on any of upwardlyfacing scoring sides 38′, 40′, 42′, 44′, and 46′ of scoring dice 13, 14,15, 16, and 17 for this shake match the indicia, such as color, onupwardly facing master side 48 of master die 11). Therefore, the playerwould not earn points from any of scoring dice 13, 14, 15, 16, and 17from this shake. This is considered a shake of zero-value. In theinventive game, having a shake of zero-value is called being “blanked”.

FIG. 8 is a block diagram of one embodiment of the method of playing agame of the current invention. In this embodiment of the game, aplurality of players compete to achieve a winning number of points. Themethod of this embodiment creates a game of risk, in that, a player mustdecide between (1) ending the player's turn, and keeping the player'sscore, or (2) continuing the player's turn to increase the player'sscore while risking loss of all the points accumulated during that turn.By continuing a turn, the player is betting the turn score on the hopethat the next shake is to have a value greater than zero. Therefore,this embodiment of the method of the present invention rewards a playerfor streaks of shakes which have a score greater that zero. The play,points and scoring system will be discussed, with reference made toappropriate game pieces previously discussed.

In this embodiment of the game, play begins with a first playerbeginning a turn. To begin a turn, the first player shakes 110 masterdie 11 and scoring dice 12. Any points accumulated following the firstplayer's shake are accumulated according to the method discussed in FIG.6 and FIG. 7. If the player's shake results in a shake of value 112(e.g., nine points as exemplified in FIG. 6) the player will keep trackof the number of points earned by that shake 114, and has two options:(1) the player can decide to surrender the turn 116; or (2) the playercan decide to shake again 118. If the player chooses to shake again 118the points earned after each shake are added together 114. However, if aplayer is satisfied with the number of points the player has accumulatedduring a turn 110, the player may surrender the turn 116 to the nextplayer. A player may chose to surrender his turn 116 after any shake ofvalue 112 (i.e., after any shake that has a value greater than zero).Once a player has surrendered the turn, the points accumulated duringthat turn, called the turn score, are held, or banked 120, by thatplayer and added to that player's previous turn score to compute thatplayer's current total score 122. Once a player has surrendered the turn116, the player's current total score 122, or accumulation of bankedpoints, will remain with the player until the conclusion of the game. Ifthe player's total score has not reached a predetermined number ofwinning points 124, then dice 11, 13, 14, 15, 16, and 17 are moved tothe next player 126 to begin a turn.

However, if a player is blanked 128 (i.e., a shake having a value ofzero as exemplified in FIG. 7) before the player surrenders the turn116, then the player loses all the points accumulated during that turn130 and the player's turn is forfeited 132. Once a player is blanked128, the dice 11, 13, 14, 15, 16, and 17 are moved to the next player134 to begin a turn. The player who has been blanked 128 does not bankany points from that turn and the player's current total score remainsthe same as the player's total score at the conclusion of that player'sprevious turn.

Players continue to alternate turns until one player's current turnscore when added to the player's current total score is greater than, orequal to, a predetermined number of winning points 136 (e.g., a winningscore of 50 or 100 points). At this time in the player's turn, theplayer has the same two options: (1) the player can choose to surrenderthe turn 116 and bank the points accumulated during that turn 120,establish a winning score 138, and possibly win the game, subject to beexceeded by the other players during a final round 140; or (2) theplayer can choose to continue the turn by shaking again 118 to possiblyincrease the final score, in effect, making it more difficult for theother players to surpass the player's current total score and win thegame. If the player chooses to continue the turn 118, however, and isblanked 128 during that turn, the player loses all the pointsaccumulated during that turn 130 and the turn is forfeited 132. Thepredetermined winning score 138 would, therefore, not be established forthat player's turn.

In this embodiment, the predetermined winning score if fifty (50)points. When a player's total score of at least fifty (50) points isestablished 138, the final round begins and each player is allowed onefinal turn. FIG. 9 is a block diagram of the final round of the game.During the final round turn a player is faced with the same twodecisions: (1) to surrender the turn, establish a winning score andpossibly win the game; or (2) to continue the turn by shaking again toincrease the final score making it more difficult for the remainingplayers while risking losing all the points accumulated during the turnif the player is blanked.

If, during this final turn 142, a player does not accumulate enoughpoints to exceed the winning score 144, or the player is blanked beforesurrendering the turn, that player loses the game 146, and the dice passto the next remaining player 147.

If, however, following a players' final turn 142, the playersestablished score exceeds the current winning score 148, that playerestablishes a new winning score 152 and is the current winner.

Following the final round, if no player is able to exceed the originalwinning score 138, the original player to establish a winning score 138wins the game 162. However, if a new winning score has been established152′ the player who first established the winning score 138 will thenget on last turn 166. If that player is able to exceed 168 the currentwinning score 152 and surrenders that player's turn before gettingblanked, that player wins the game 170. If that player is blanked beforeexceeding 172 the current winning score 152, the player with the currentwinning score 152 wings the game 174.

Also in this embodiment, if two or more players exceed fifty (50) pointsand have identical scores, all of the players, not just the player whohave tied, get one more turn during a tie-break round. The player withthe highest score at the end of this final round wins.

Another embodiment of the game can be played with one player. In thisembodiment, the player successively shakes dice 11, 13, 14, 15, 16 and17. The player accumulates points based on the outcome of eachsuccessive shake according to the previously discussed scoring system.The points that player accumulates after each shake in the turn aresummed together. The object of the game is to accumulate the most pointsduring a turn before that player is blanked. Once being blanked, theplayer begins a new turn and attempts to score higher than the previousturn.

The present invention provides a method of playing a game of chance andentertainment. The game has a plurality of playing pieces, includingboth a master die and a plurality of scoring dice. In playing a gameaccording to this method, the playing pieces are shaken. During play,all of the playing pieces are thrown during every shake. Each shakeresults in a score value for that player. Upon completion of a player'sturn, the player's score is determined by adding up the points of eachshake. Points are awarded based on the corresponding upwardly facingscoring sides and master side, according to a predetermined scoringsystem. If during a player's turn none of the scoring dice correspond tothe master die, the player forfeits the turn and loses all the pointsaccumulated during that turn. Accordingly, the scoring system of thepresent embodiment rewards a player for having streaks of shakes withvalue. During each turn, the player may risk all the points the playerhas accumulated during that turn on the belief that the player willcontinue the streak and continue to increase the turn score. In theforegoing description of the method of the present invention, theinvention has been described with reference to an embodiment which usesa kit of parts containing real, physical dice. However, the method ofplaying a game according to the present invention in all embodimentsdisclosed above and their equivalents may be played in a casino with alive dealer using for example, dice or a special set of playing cards,on a video gaming machine, with software on a personal or handheldcomputer, or with any other machine (e.g., PDA, cell phone, etc.)capable of simulating dice or any other mechanism capable of generatinga plurality of random value designations.

In such “virtual” versions of the game, one embodiment involves one ormore players competing using a designated playing system. Rather than anupwardly facing master side (see, e.g., F in FIG. 5) of a physicalmaster die 11, a selected random master value designation is generatedon a master indicator. A player begins a turn, by causing or “shaking”the playing system to generate one master value designation from a groupof master value designations and at least one score value designationfrom a group of score value designations. A player's score for that turnis obtained according to a scoring system. The player earns points foreach score value designation which corresponds to the master valuedesignation. If no score value designations correspond to the mastervalue designation, the player loses the turn, and the player's score forthat turn is zero. The correspondence may be based on matching indicia,or any other detectable correspondence between the master and scorevalue designations.

Once a turn is begun, the player continues to shake until the playersurrenders that turn, or the player has a shake of zero-value. After ashake of zero-value the player's turn is forfeited and the player's turnscore is zero. The method of the present invention creates a game ofrisk, such that, a player must decide between (1) ending the turn, andkeeping the current turn score, or (2) continuing the turn to increasethe turn score while risking loss of all the points accumulated duringthat turn. By continuing a turn, the player is betting the turn score onthe hope that the next shake is to have a value greater than zero.Therefore, the method of the present invention rewards a player forstreaks of shakes which have a score greater that zero.

FIG. 10 illustrates a first bitmap image 200 which has a computer filename “streak.bmp” for use in virtual game. The first bitmap image 200comprises an image height H1 202 and an image width W1 204. The firstbitmap image 200 comprises an aspect ratio (W1/H1) appropriate to thevisual display device used to display the first bitmap image 200.According to one example, the first bitmap image 200 comprises an aspectratio of 4:3. According to another example, the first bitmap image 200comprises an aspect ratio of 16:9. Other aspect ratios are alsocontemplated. The bitmap image 200 is rasterized according theresolution and colorspace of the visual display device.

The first bitmap image 200 comprises written legends “LUCKY STREAK” 206,“ROLL:” 208, “THIS STREAK” 210, and “HIGHEST STREAK” 212. The legends206, 208, 210, 212 have meaning that a user can associate with positiveaspects of game playing or progressive winnings in game play. The firstbitmap image 200 comprises regions 214, 216, 218, 220 for display ofother bitmaps and numerical data which vary as a game is played. Thefirst bitmap image 200 is rasterized on at least a portion of a visualdisplay device. Visual display devices can include gaming devices,computer displays, television displays, cell phone displays, handheldgames, or similar visual display devices. A processor, such as amicroprocessor, is used to open and rasterize the file “streak.bmp” todrive the visual display device to generate the first bitmap image 200.

FIG. 11 illustrates a second bitmap image 230 which has a computer filename “bonus.bmp” for use in virtual game. The second bitmap image 230comprises an image height H2 232 and an image width W2 234. The secondbitmap image 230 comprises an aspect ratio (W2/H2) appropriate to thevisual display device used to display the second bitmap image 230.According to one example, the second bitmap image 230 comprises anaspect ratio of 4:3. According to another example, the second bitmapimage 230 comprises an aspect ratio of 16:9. Other aspect ratios arealso contemplated.

The second bitmap image 230 comprises written legends “BONUS ROLL” 236,“JACKPOTS:” 238, and an array 240 of rectangular square dots of variouscolors. The legends 236, 238 have meaning that a user can associate withpositive aspects of game playing or bonus winnings in game play. Thesecond bitmap image 230 comprises regions 244, 246, 248, 250 for displayof other bitmaps and numerical data which vary as a game is played. Thesecond bitmap image 230 is rasterized on at least a portion of a visualdisplay device. Visual display devices can include gaming devices,computer displays, television displays, cell phone displays, handheldgames, or similar visual display devices. A processor, such as amicroprocessor, is used to open and rasterize the file “bonus.bmp” todrive the visual display device to generate the first bitmap image 200.

FIG. 12 illustrates a third bitmap image 260 which has a computer filename “bankbust.bmp” for use in virtual game. The third bitmap image 260comprises an image height H3 262 and an image width W3 264. The thirdbitmap image 260 comprises an aspect ratio (W3/H3) appropriate to thevisual display device used to display the first bitmap image 260.According to one example, the first bitmap image 200 comprises an aspectratio of 4:3. According to another example, the first bitmap image 200comprises an aspect ratio of 16:9. Other aspect ratios are alsocontemplated.

The third bitmap image 260 comprises written legends “LUCKY STREAK” 266,“ROLL:” 268, “THIS STREAK” 270, “HIGHEST STREAK” 272, “BANK OR BUST”292, “IN YOUR BANK” 294, and “ON THE LINE” 296. The legends 266, 268,270, 272, 292, 294, 296 have meanings that a user can associate withpositive aspects of game playing or progressive winnings in game play.The third bitmap image 260 comprises regions 274, 276, 278, 280, 282 fordisplay of other bitmaps and numerical data which vary as a game isplayed. The third bitmap image 260 is rasterized on at least a portionof a visual display device. Visual display devices can include gamingdevices, computer displays, television displays, cell phone displays,handheld games, or similar visual display devices. A processor, such asa microprocessor, is used to open and rasterize the file “bankbust.bmp”to drive the visual display device to generate the third bitmap image260.

FIG. 13 illustrates a fourth bitmap image 300 which has a computer filename “bankorbust.bmp” for use in virtual game. The fourth bitmap image300 comprises an image height H4 302 and an image width W4 304. Thefourth bitmap image 300 comprises as aspect ratio (W4/H4) appropriate tothe visual display device used to display the fourth bitmap image 300.According to one example, the fourth bitmap image 300 comprises anaspect ratio of 4:3. According to another example, the fourth bitmapimage 300 comprises an aspect ratio of 16:9. Other aspect ratios arealso contemplated.

The fourth bitmap image 300 comprises written legends “BANKORBUST” 306,“IN YOUR BANK:” 308, and “ON THE LINE” 310. The legends 306, 308, and310 have meanings that a user can associate with positive aspects ofgame playing or progressive winnings in game play. The fourth bitmapimage 300 comprises regions 314, 316, 318 for display of other bitmapsand numerical data which vary as a game is played. The fourth bitmapimage 300 is rasterized on at least a portion of a visual displaydevice. Visual display devices can include gaming devices, computerdisplays, television displays, cell phone displays, handheld games, orsimilar visual display devices. A processor, such as a microprocessor,is used to open and rasterize the “streak.bmp” to drive the visualdisplay device to generate the fourth bitmap image 300.

FIGS. 14-7 illustrate sequential portions of a program listing“bankbust.bas” for use in a virtual game. The program listing comprisesa sequence of basic language instructions for executing a game thatinteracts with a user through use of a pointing device (such as a mouse)or a keypad and a visual display device. The program listing“bankbust.bas” is compiled using a basic compiler, and the compiledresults are executed by a processor such as a microprocessor. Thevirtual game interacts with the user by filing in regions for display ofother bitmaps and numerical data in at least one of the first, second,third and fourth bitmaps illustrated in FIGS. 10-13.

FIG. 18 illustrates a list of files associated with the program listing“bankbust.bas” for use in a virtual game. The list of files in FIG. 18is accessed by the program compiled from basic program “bankbust.bas”.

FIGS. 19-20 illustrate sequential portions of a list of the file “error”in the list of FIG. 18 for use in a virtual game. The bankbust.basprogram accesses these error instructions when errors occur duringprogram execution.

FIGS. 21-26 illustrate sequential portions of a program listing“superspin at 80.bas” (listed in FIG. 18) for use in the virtual game.

FIG. 27 illustrates a list of files associated with the program listing“superspin at 80.bas” for use in a virtual game. The list of files inFIG. 27 is accessed by the compiled program “superspin at 80.bas”.

FIG. 28 illustrates a list of files associated with the program listing“first scenario”, “second scenario”, and “third scenario” for use in thevirtual game. The program listing provides different game scenarios thatcan be run for gaming operation or testing.

As mentioned above, the games described in FIGS. 1-9 can be realized asvirtual games. In addition to the games described above in FIGS. 1-9,the games described above can be adapted to provide progressivefeatures, bonus features, or both bonus and progressive features and thelike as described in FIGS. 10-28 and below. The progressive features,bonus features or both progressive and bonus features can also beadapted to other kinds of games (non dice games) where there arerepetitive plays.

The progressive feature comprises an option in the game so that, aftereach successful roll of virtual dice (or other play in non-dice games),the player can either select to make the next roll (play) as usual, orto make the next roll (play) by risking the winnings of a previous playon the next play, or to cash out. The game can be played with points,virtual monetary amounts or other symbols.

The game with progressive features can be played on an individualmachine (computer, cell phone, PDA, casino gambling machine, etc) thatis joined in a group of machines. Within the group of machines, pointsor virtual monetary amounts can be linked together to accumulate bonuspoints or bonus monetary value in bonuses (at time intervals, forexample, such as hour, day, week, month, holiday season, special event.etc.) that can be won on any machine in the group of machines.Progressive play at each machine contributes to the group bonuses, andplayers at each machine have an opportunity to reach a bonus level (spinat 80, for example) in a game and get an opportunity to play a bonusround to win one of the bonuses. In one embodiment, the play in thebonus round is also progressive play.

The game with progressive features can be played on an individualmachine that is used at different times by different users so thatbonuses can accumulate and available for winning by later players.

A player loads a machine with a starting amount, say $50, and uses aportion of that starting amount, say $3, to roll dice (start play). Ifthe play is successful and the player wins money, for example $0.50,then the amount won can be risked on the next roll, namely $3.50, sothat the amount won on the next roll, if successful, will be increased.This progressive feature can be exercised one or more times by theplayer as the game progresses. The progressive feature can permit aplayer to enjoy an effort to increase winnings during a perceived“streak” of good luck.

In one embodiment, the game is played in turns with multiple players whocompete with one another to reach a predetermined winning amount. Inanother embodiment, after a first player reaches the predeterminedwinning amount, an additional final (“overtime”) round of play is playedout so that the other players have a final chance to increase theirwinnings (or take advantage of a loss of the first player) to become thegame winner.

In one embodiment, a long term average amount (“hold”) returned by thegame to the players is in the range of 90-99% of the amounts risked bythe players to provide a large number of wins for the players. The smalldifference between the amount risked and the hold is retained by theoperator of the game.

A virtual game is started by a player putting some money in a pot, whichturns into credits of some kind on the machine. The player risks anamount of credit to start play. Winning provides increases in the potwith credits won, or typically fractions of credits won. Losing resultsin loss of credits that were risked and any credits won in a series ofprogressive plays up to the point of loss. At the point of loss, gameplay moves to the next player. At any time during winning play, theplayer can opt to take the winnings and pass to the next player.

Time delays are inserted into selected parts of the virtual gameoperation on an heuristic basis to increase enjoyment of the game. Soundeffects (generated by sound files or otherwise) are included to increaseenjoyment of the game. Visual effects (for example FIGS. 10-13) can beused in combination with changing textual messages and numeric resultsto increase enjoyment. Odds of winning various pots can be displayed incombination with other visual effects.

The virtual games can be programmable by the operator to selectdifferent payouts, visual effects, sound effects, types of credits andthe like appropriate for a playing environment.

A certain amount of money can be put in to a player's pot on themachine, for example $50. A play could be started with a smaller amount,for example $3. The start of play reduces the pot to $47. Play can bewinning and add to the amount put in the player's pot, or play can belosing and decrease the amount in the pot further. A streak of winningplays can be stopped at any time by the player, and the amount is addedto the pot. If a streak ends in a loss, however, then no amount is addedto the pot.

Various features described above can be combined with one another toprovide the virtual game. Examples of features of various virtual gamesare illustrated in FIGS. 10-28.

The additional video games can operate in known operating systemenvironments such as Windows XP, Windows Mobile, Apple OS X, WindowsVista, Casino gambling machine, Unix operating environments, PDAoperating environments, video game consoles and other known operatingenvironments. Input entries from players can include keystrokes, touchscreen entry, mouse, stylus and other pointing device entry. Outputs canbe displayed to the player on known video displays. Credits (includingmonetary credits) can be transferred in and out of the machineelectronically, by credit or cash card, by tokens, by cash or othermeans of transferring credits. Linking between linked machines can becompleted by wireless or wired networks, optical communication, singlyor in combination, including but not limited to the internet, local areanetworks, or wide area networks. Winning of players can be credited toindividual players, or paid to a single pot in a fund raising event.Tournament play is also contemplated, and the payout may comprise naminga tournament champion or other title. The additional video games canalso be used as a research tool for the study of player behavior.

Although the present invention has been described with reference topreferred embodiments, workers skilled in the art will recognize thatchanges may be made in form and detail without departing from the spiritand scope of the invention.

What is claimed is:
 1. A method comprising the steps of: providing aplurality of scoring dice having a plurality of score value designationsand a plurality of master designations and providing a master die havingone or more master designations corresponding to the plurality of masterdesignations on the plurality of scoring dice; designating a non-zeroshake score where during a player's turn the player receives at leastone master type from the plurality of scoring dice that matches themaster type on the master die; designating a zero value shake score ifduring the player's turn none of the master types on the plurality ofscoring dice matches the master type on the master die; and determininga shake score for one or more players during the player's turn byidentifying the plurality of scoring dice that have the same master typeas the master type of the master die and calculating the shake scorebased upon the score value designations on the plurality of scoring dicehaving the same master type as the master die.
 2. The method of claim 1,wherein the master die has a total number of master sides and totalnumber of master value designations, wherein the total number of mastervalue designations is half the total number of master sides, and whereineach one of the master value designations is borne on two master slides.3. A virtual gaming method, comprising: repetitive plays simulatingrolls of virtual dice by a player; and at least one of a bonus featureand a progressive feature.
 4. The virtual gaming method of claim 3wherein the bonus feature comprises an option in the game so that, aftereach successful roll of the virtual dice, the player can either selectto make the next roll as usual, or to make the next roll by risking thewinnings of a previous play on the next play, or to cash out.
 5. Thevirtual gaming method of claim 3 wherein the virtual game is played withpoints, virtual monetary amounts or other symbols.
 6. The virtual gamingmethod of claim 3 wherein the progressive feature is played on anindividual machine.
 7. The virtual gaming method of claim 3 wherein theprogressive feature is played on a plurality of individual machines thatare joined in a group of machines.
 8. The virtual gaming method of claim7 wherein points or virtual monetary amounts can be linked together toaccumulate bonus points or bonus monetary value in bonuses for the groupof machines.
 9. The virtual gaming method of claim 3 wherein the virtualgame is played progressively by multiple users at different times on anindividual machine features to accumulate winning for later players. 10.The virtual gaming method of claim 3 wherein a virtual game is played inturns with multiple players who compete with one another to reach apredetermined winning amount.
 11. The virtual gaming method of claim 3wherein time delays are inserted into selected parts of the virtual gameoperation on an heuristic basis.
 12. The virtual gaming method of claim3 wherein sound effects are included.
 13. The virtual gaming method ofclaim 3 wherein the virtual game operates in an operating systemenvironments selected from the group of Windows XP, Windows Mobile,Apple OS X, Windows Vista, a casino gambling machine, Unix operatingenvironments, PDA operating environments, video game consoles.
 14. Thevirtual gaming method of claim 3 wherein inputs from players areselected from the group of keystrokes, touch screen entry, mouse, andstylus.
 15. The virtual gaming method of claim 3 wherein credits aretransferred in and out of a machine electronically, by credit or cashcard, by tokens, or by cash.
 16. The virtual gaming method of claim 3wherein multiple linked machines are linked wireless or wired networksor optical communication.
 17. The virtual gaming method of claim 3wherein multiple linked machines are linked by the internet, a localarea network, or a wide area network.